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介绍了一个多功能智能型航次计划优化系统的设计与实现,得到了一个能在微机网络上运行的有效原型。在设计中引入了人工智能技术,并特别注意了友好的人机界面。 相似文献
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应用人工神经元网络(ANN)技术表达船体曲线。根据问题性质,选用小波基作为前向单层神经网络的神经元激励函数,结合逐层学习(OHLO)算法对一艘3.6万吨散货船的后半体进行了表达。编程运算结果表明,该方法速度较传统的BP算法有较大提高。 相似文献
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Fangliang Xiao 《Maritime Policy and Management》2020,47(5):687-702
ABSTRACT Even if the same two ships operate in the same encountering situation, the actual strategies and timing of operations may be different. Therefore, the fixed collision avoidance trajectory and ship movements are no longer suitable for simulating the real ship behaviour. This paper tries to develop an artificial intelligent system that fully sensitive to the local circumstances and command a ship in virtual environment. Based on AIS (Automatic Identification System) data, this study has developed artificial forces which help decision makings on-board independently under different situations and catching the stochastic nature of ship behaviours during collision avoidances manoeuvring. Actual ship tracks are helpful for ascertaining the parameters that contribute to artificial forces in collision avoidances, while the correlation coefficient analysis is helpful to distinguish the parameters. This study will help to develop a navigation traffic simulation to reflect the realistic ship behaviour and provide reliable information for port and waterway planning, risk analysis, and mitigation measures. The method can be used in developing algorithms for autonomous ships. The method introduced in this study lays a foundation for developing artificial forces at intersections or bends, although the model is only applicable in straight channels at the moment. 相似文献
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SONG Zhi-ming KANG Feng-ju TANG Kai and CHU Yan-jun Marine College Northuxstern Polytechnical University Xi'''' an China 《船舶与海洋工程学报》2003,2(2):40-45
Realistic simulation of underwater scene is always difficult because of the special and complex vision effects in underwater space. Seabed is an important part of underwater environment. This paper describes the methods for seabed scene simulation based on OpenGL. It includes construction of fluetuant terrain based on the random sinusoidal algorithm, simulation of seabed flicker effect by means of circular texture mapping and generation of turbidity effect by using fog techniques. For the application based on the leading high level 3D development environment-Vega, underwater scene simulation is still a difficulty since there is no module for it. Based on the analysis of Vega software and the research on seabed scene simulation methods, a Vega extending module named “Underwater Space” was created through developing module class and extending lynx interface. The module class was designed through developing DLL written in C . The Lynx was extended through developing keyword configure file, GUI configure file and lynx plug-in DLL. The problem that Vega can‘t simulate underwater space, is elementarily resolved. The results show that this module is efficient, easy using, and the seabed scene images am vivid. 相似文献
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文章建立了水—沉积物—海底半空间的分层海底模型,通过仿真计算,比较了声波在海水和沉积物中接收时的传播损失差异。结果表明,在高声速海底的条件下,声波在沉积物中传播且频率较低时,传播损失较低,即低频声波更易于在沉积物中传播。 相似文献
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